Commit Graph

17 Commits

Author SHA1 Message Date
38e65331a8 Particles: initial support for events and actions
The following nodes work now (although things can still be improved of course):
Particle Birth Event, Praticle Time Step Event, Set Particle Attribute and Execute Condition.

Multiple Set Particle Attribute nodes can be chained using the "Execute" sockets.
They will be executed from left to right.
2020-07-27 16:26:43 +02:00
0ae2a1d12a Particles: improve emitter when object is animated 2020-07-25 14:51:15 +02:00
74fcb4d4c2 Particles: initial particle birth action
A particle action is some function that is triggered by some event.
Right now, users cannot control this. There is just a
randomize-velocity on-birth action. So the direction of spawned
particles is slightly randomized now.

This also adds a new integer attribute called "Hash" which is
useful for a number of things. Mainly for generating random numbers
for a specific particle. The ID of a particle is not necessarily a good source
of randomness.
2020-07-24 13:37:55 +02:00
b53c46d760 BLI: add MultiValueMap
This is a convenience wrapper for `Map<Key, Vector<Value>>`.
It does not provide any performance benefits (yet). I need this
kind of map in a couple of places and before I was duplicating
the lookup logic in many places.
2020-07-24 12:15:13 +02:00
0b50ea51cc Particles: simulate partial time steps on newly emitted particles 2020-07-23 23:03:19 +02:00
149bb0c26d Cleanup: unify naming between different spans 2020-07-23 18:07:44 +02:00
766edbdf1f Particles: improve mesh emitter
Particles are now emitted from vertices of the mesh.
2020-07-23 17:57:11 +02:00
e0400d0a1c Simulation: move responsibility of updating persistent data handles
This solver should not be responsible for updating the handles.
2020-07-22 19:16:33 +02:00
0a5ef40c2c Simulation: fix memory leak 2020-07-22 19:16:33 +02:00
980dd43bd4 Particles: give emitter its own state
High quality emitters need to maintain state themselves. For example,
this it needs to remember when it spawned the last particle.
This is especially important when the birth rate is changing over time.
Otherwise, there will be very visible artifacts.

It is quite likely that other components of the simulation need their own
state as well. Therefore, I refactored the `SimulationState` type a bit,
to make it more extensible. Instead of using hardcoded type numbers, a
string is used to identify the state type. Also, instead of having switch
statements in many places, there is a new `SimulationStateType` that
encapsulates information about how a specific state is created/freed/copied/...

I removed the integration with the point cache for now, because it was
not used anyway in it's current state.
2020-07-22 14:16:08 +02:00
8369adabc0 Particles: initial object socket and emitter node support
Object sockets work now, but only the new Object Transforms and the
Particle Mesh Emitter node use it. The emitter does not actually
use the mesh surface yet. Instead, new particles are just emitted around
the origin of the object.

Internally, handles to object data blocks are passed around in the network,
instead of raw object pointers. Using handles has a couple of benefits:
* The caller of the function has control over which handles can be resolved
  and therefore limit access to specific data. The set of data blocks that
  is accessed by a node tree should be known statically. This is necessary
  for a proper integration with the dependency graph.
* When the pointer to an object changes (e.g. after restarting Blender),
  all handles are still valid.
* When an object is deleted, the handle is invalidated without causing crashes.
* The handle is just an integer that can be stored per particle and can be cached easily.

The mapping between handles and their corresponding data blocks is
stored in the Simulation data block.
2020-07-21 17:35:09 +02:00
4f4af0cbe1 Particles: support removing particles during the simulation
This still cannot be controlled by the user. Currently, all particles are
killed after two seconds
2020-07-20 15:31:05 +02:00
8cbbdedaf4 Refactor: Update integer type usage
This updates the usage of integer types in code I wrote according to our new style guides.

Major changes:
* Use signed instead of unsigned integers in many places.
* C++ containers in blenlib use `int64_t` for size and indices now (instead of `uint`).
* Hash values for C++ containers are 64 bit wide now (instead of 32 bit).

I do hope that I broke no builds, but it is quite likely that some compiler reports
slightly different errors. Please let me know when there are any errors. If the fix
is small, feel free to commit it yourself.
I compiled successfully on linux with gcc and on windows.
2020-07-20 12:16:20 +02:00
3884d78e49 Particles: Make it easier to add attributes internally 2020-07-19 22:06:35 +02:00
5063820c9b Particles: Emit particles over time
This adds a basic internal emitter for every particle simulation.
The emitter cannot be controlled by the user yet. That will
come next.
2020-07-19 13:58:58 +02:00
aa8279648e Simulation: extract node tree parsing code to separate file 2020-07-17 21:20:51 +02:00
25582aef61 Simulation: separate code from node tree parsing and solver 2020-07-17 21:20:51 +02:00